Fractured Fates RL – Sudo Failure

While i set out on an ambitious task, i actually managed to complete 80% of my goals for this 7drl, sadly the last 20% was the actually gamifications of all the components i’ve been working on on the surface of what i have done you have a single character that can roam around vasts dungeons, that are very easy to tune and add new roomtypes, area types themes, generation methods for corridors, rooms, nature and spawn points and types area effect emitters, and mobs. but there is no game atm and would probably take me a few more days to make it into one that is semi enjoyable. another area where severely lacking Gameoveris content since the dungeon creations was such a big portion of what the game was going to be and how the game would play.

that being said goodbye Adventurer

 

Fractured Fates RL – End Of day 5

Dungeon2Since a large part of my goal around this Rouge like is the manipulation and changing of the dungeon generation i spent a long time over the last few days coming up with ways to tune the generations of dungeons and the various parameters that can be modified. there are now large lists of generation materials and forms that need to be created for content but the basic bones of everything is there here’s to very little sleep tomorrow night

 

Fractured Fates – End of Day 2

Dungeon A little bit of work on dungeon generation, hopefully my ideas for generation will work. I plan on making generation part of the game play, the further the play progresses the more complex and dynamic the dungeon will become. Adding additional details, larger size, attributes, traps, puzzles, treasures and mobs. Next up making the dungeon generation more modular and adaptable for the above goal.

ZombieRX – Rouge Like

 

 

 

 

 

zombierouglike

Failed –  while i have a semi game like thing a lot of  the stuff and depth i wanted to implement didn’t get finished.

There is no Skill Progression, advanced combat, traps or character advancement

While I did finish quite a bit of the graphical resources  not enough of them are done to create interesting areas. My world generation can use quite a lot of tweaking example below the blocks are too small and while the houses and other building  like the one below look decent more content is needed to give the buildings a sense of purpose to make them look like a house, convince store hospital. though in all i’m fairly happy with how my world generation is turning out just need to a just the plot sizes and road creation and find a better balance with the variation of commercial, residential and industrial distribution.

Game play wise I was only able to get to base character stats, movement and very simple combat with out skills or equipment. I spent too much time on the graphics and code to let the world generate it self but this has been a fun and entertaining challenge and I hope to finish the game with a polished gui and world interaction in my spare time. I’m also sad that I haven’t had a chance to go over my tiles for the final processing to add the additional shadows that my over lay and fringe tiles normally end up getting I posted them so that people can use them just contact me and let me know, and give me creadit

you can read more about what I worked on and did on my blog

fracturedwire.blogspot.com

I’ll also post a link to the game when finished there. The code compiles and runs on Windows, Mac OSX and Linux with out any changes so expect releases for all three when I’m done. Thank you everyone for the fun challenge and i look forward to next years competition

zombierouglike-screenshoot